Files
UnrealEngine/Engine/Source/Runtime/MRMesh/Public/MeshReconstructorBase.h
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

52 lines
1.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/Object.h"
#include "UObject/ObjectMacros.h"
#include "UObject/UObjectGlobals.h"
#include "MeshReconstructorBase.generated.h"
class IMRMesh;
class UMRMeshComponent;
struct FFrame;
USTRUCT(BlueprintType)
struct FMRMeshConfiguration
{
GENERATED_BODY()
bool bSendVertexColors = false;
};
UCLASS(meta=(Experimental), MinimalAPI)
class UMeshReconstructorBase : public UObject
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable, Category = "Mesh Reconstruction")
MRMESH_API virtual void StartReconstruction();
UFUNCTION(BlueprintCallable, Category = "Mesh Reconstruction")
MRMESH_API virtual void StopReconstruction();
UFUNCTION(BlueprintCallable, Category = "Mesh Reconstruction")
MRMESH_API virtual void PauseReconstruction();
UFUNCTION(BlueprintCallable, Category = "Mesh Reconstruction")
MRMESH_API virtual bool IsReconstructionStarted() const;
UFUNCTION(BlueprintCallable, Category = "Mesh Reconstruction")
MRMESH_API virtual bool IsReconstructionPaused() const;
UFUNCTION()
MRMESH_API virtual void ConnectMRMesh(UMRMeshComponent* Mesh);
UFUNCTION()
MRMESH_API virtual void DisconnectMRMesh();
};